Friday at last. It's been awhile, huh? I've been churning out a good portion of artwork and code this week, and the alpha inches closer every week. Let's take a look at the minor changes:

Fixed an issue related to the Ore Smelter. Exiting the UI with only fuel burning caused the item in the fuel slot to disappear forever.

Improved how the game differentiates from UI clicking and combat clicking.

Tweaked how AttachToObject functions.

Added new GameObject classes: ParseGroup, SmoothLerp, and CircleLerp.

Tileset Work

It was a fairly productive week in terms of artwork, though there is still plenty more environmental and structural design. Here is a summary:

Objects:

Small candle (three variants, lit and unlit)

Small Crate (front and angled variants)

Medium Crate (front)

Barrel (closed and opened)

Small Rock Cluster (four variants)

Medium Rock Cluster (three variants)

Dead Twig Cluster (three variants)

Well Wheel (unanimated)

Tiles:

Well Base & Top

1x2 Wooden Door

Nine Stair-related Tiles

Wooden Flooring

Eight Cliff-related Tiles

Hole

Twenty Grass-related Tiles

Wooden Ladder

Wooden Lattice Window

Eleven Rail-related Tiles

GameObject Height

If you've been following my work for awhile, you might have an idea of what a GameObject is. In the context of my game, anything that is in the current map is a GameObject. Any changes made to this class benefit all classes that derive from it, like flora, switches, or characters.

I decided to make height (and subsequently gravity) a standard for all objects so that it can be manipulated easily by other objects. Imagine an important item that falls out of the ceiling onto a pedestal after killing the dungeon boss. For demonstration purposes, I opted for something more ridiculous in the video above: jumping flowers.

As always, if you have any ideas, constructive criticism, or just want to tell me how much you dislike my game, you can: Send me an email, tweet @TheShyyGuy, comment on the Facebook page, or respond in the comment section below.